JP2006034436A - Virtual game system using exercise apparatus - Google Patents

Virtual game system using exercise apparatus Download PDF

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Publication number
JP2006034436A
JP2006034436A JP2004216115A JP2004216115A JP2006034436A JP 2006034436 A JP2006034436 A JP 2006034436A JP 2004216115 A JP2004216115 A JP 2004216115A JP 2004216115 A JP2004216115 A JP 2004216115A JP 2006034436 A JP2006034436 A JP 2006034436A
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Prior art keywords
acceleration
directions
acceleration sensor
exercise apparatus
game system
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Pending
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JP2004216115A
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Japanese (ja)
Inventor
Takaaki Fuse
貴章 布施
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SMK Corp
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SMK Corp
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Priority to JP2004216115A priority Critical patent/JP2006034436A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/105Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes

Abstract

<P>PROBLEM TO BE SOLVED: To provide a virtual game system utilizing the movement of an exercise apparatus. <P>SOLUTION: A three-dimensional acceleration sensor is attached to the exercise apparatus or the like to detect the speed components of X-Y-Z directions and replace them with electric signals, thereby diversifying input signals. That is, an acceleration sensor is attached to the exercise apparatus or a mounting fixture to a human body, a means for detecting the respective acceleration components of the X-Y-Z directions is provided, replacement with the electric signals are performed on the basis of the respective acceleration component values of the X-Y-Z directions, and they are inputted to a game machine as control signals. <P>COPYRIGHT: (C)2006,JPO&NCIPI

Description

本発明は、3次元加速度センサーを用いた電気信号制御システムに関し、特にエキササイズゲームシステムに適用するのが効果的である。   The present invention relates to an electric signal control system using a three-dimensional acceleration sensor, and is particularly effective when applied to an exercise game system.

従来からゲームソフトにおいて、キャラクターの動き等をコントロールするコントローラーが用いられている。
この種のコントローラーは操作ボタンを指先で操るものであり、健康に対する配慮が無いものであった。
Conventionally, a controller for controlling the movement of a character has been used in game software.
This type of controller operates the operation buttons with the fingertips and has no consideration for health.

特開2003−207518号公報には、加速度センサーを両手、両足等に取り付けてゲームコントローラーとする技術を開示するが、手や足の動きを感知するだけで入力信号の多様性に欠けていた。   Japanese Patent Application Laid-Open No. 2003-207518 discloses a technique in which an acceleration sensor is attached to both hands, both feet, and the like to form a game controller.

特開2003−207518号公報JP 2003-207518 A

本発明は上記技術的課題に鑑みて、エキササイズ器具等の動きを利用したバーチャルゲームシステムの提供を目的とする。   In view of the above technical problems, an object of the present invention is to provide a virtual game system using movement of an exercise device or the like.

本発明は、エキササイズ器具等に3次元加速度センサーを取り付けて、X−Y−Z方向の加速度成分を検出して電気信号に置き換えることで入力信号の多様性を図ったものである。
即ち、エキササイズ器具又は人体への装着具に、加速度センサーを取り付けて、X−Y−Z方向の各加速度成分を検出する手段を備え、このX−Y−Z方向の各加速度成分値に基づいて、電気信号出力制御したことを特徴とする加速度検知制御システムとした。
In the present invention, a variety of input signals is achieved by attaching a three-dimensional acceleration sensor to an exercise device or the like, detecting acceleration components in the XYZ directions, and replacing them with electrical signals.
In other words, an acceleration sensor is attached to the exercise device or the wearing tool on the human body, and a means for detecting each acceleration component in the XYZ directions is provided, and based on each acceleration component value in the XYZ directions Thus, an acceleration detection control system characterized by electrical signal output control was obtained.

本発明は特に、バーチャルゲームシステムに適用するのが効果的で、エキササイズ器具又は人体への装着具に、加速度センサーを取り付けて、X−Y−Z方向の各加速度成分を検出する手段を備え、このX−Y−Z方向の各加速度成分値に基づいて、電気信号に置き換え、ゲームソフト上のキャラクターの動きをコントロールしたことを特徴とする。   The present invention is particularly effective when applied to a virtual game system, and includes means for detecting each acceleration component in the X, Y, and Z directions by attaching an acceleration sensor to an exercise device or a wearing device on a human body. Based on the acceleration component values in the X, Y, and Z directions, the movement of the character on the game software is controlled by replacing it with an electric signal.

ここでエキササイズ器具とは、健康増進を目的にした各種運動具をいい、ダンベル、ボディーブレード(Bodyblade:Hymanson社)、パンチングボール等が例として挙げられる。
また、人体への装着具とは、加速度センサーを体に取り付けるための用具をいい、リストバンド、ウエストベルト等が例として挙げられる。
本発明にて、ゲームソフト上のキャラクターとは、いわゆるコントローラーで動きをコントロールする対象物をいう。従って、必ずしも人物に限る必要はなく、ゲーム上の仮想物であれば、動物や乗り物等であっても構わない。
なお、加速度センサーで感知し、検出した成分値を電気信号に置き換え、ゲーム機に送る信号は無線、有線を問わない。
Here, the exercise equipment refers to various exercise equipment for the purpose of health promotion, and examples thereof include dumbbells, body blades (Bodyblade: Hymanson), punching balls, and the like.
Further, the wearing tool on the human body means a tool for attaching the acceleration sensor to the body, and examples thereof include a wristband and a waist belt.
In the present invention, the character on the game software refers to an object whose movement is controlled by a so-called controller. Therefore, it is not necessarily limited to a person, and may be an animal or a vehicle as long as it is a virtual object in the game.
Note that the component value detected by the acceleration sensor and detected is replaced with an electric signal, and the signal sent to the game machine may be wireless or wired.

本発明においては、エキササイズ器具等に3次元加速度センサーを取り付けてゲーム機のコントローラーに連動構築したので、体を動かすことによりゲームを進行させることになり、楽しく健康増進を図ることが期待される。
また、加速度をX、Y、Zの各成分に分解後に、電気信号として合成することにより各種スイッチング機能に展開することもできる。
従来、加速度センサーは動きを感知するだけの目的で、使用されていたので、加速度センサーによる出力信号は、オン、オフ信号に近いものであったが、本発明においては、加速度をX、Y、Zの各成分に分解し、電気信号に置き換えたので、多様な入力信号に置き換えることができるため、エキササイズ器具や体の動きを多面的に捉えたゲーム機コントローラーとなる。
In the present invention, a three-dimensional acceleration sensor is attached to an exercise device or the like, and the game machine controller is linked. Therefore, the game is advanced by moving the body, and it is expected that the health promotion is enjoyable. .
Further, the acceleration can be developed into various switching functions by decomposing the acceleration into X, Y, and Z components and then synthesizing them as electrical signals.
Conventionally, since an acceleration sensor has been used only for the purpose of sensing movement, the output signal from the acceleration sensor is close to an on / off signal. However, in the present invention, acceleration is expressed as X, Y, Since it is decomposed into each component of Z and replaced with an electrical signal, it can be replaced with various input signals, so that it becomes a game machine controller that captures exercise equipment and body movements from multiple angles.

本発明における基本構成を図1に示す。
例えば、図2に示すように、エキササイズ器具等に加速度センサー(1a、1b)を取り付ける。
なお、加速度センサーは手首にリストバンドで取り付けたり、ウエストにベルト等で取り付けることも可能である。
エキササイズ器具等を使用すると、加速度センサーには加速度Gが発生するが、X−Y−Z方向の各成分(Gx、Gy、Gz)にベクトル分解する。
次に、この各加速度成分をそれぞれEx、Ey、Ezの電気信号に置き換える。
この電気信号(Ex、Ey、Ez)を合成してスイッチング回路に展開してもよく、ゲームソフトの場合には、それぞれの電気信号成分をキャラクターの動きをコントロールする信号として出力する。
A basic configuration of the present invention is shown in FIG.
For example, as shown in FIG. 2, acceleration sensors (1a, 1b) are attached to an exercise device or the like.
The acceleration sensor can be attached to the wrist with a wristband or attached to the waist with a belt or the like.
When an exercise device or the like is used, acceleration G is generated in the acceleration sensor, but is vector-decomposed into components (Gx, Gy, Gz) in the XYZ directions.
Next, each acceleration component is replaced with electrical signals Ex, Ey, and Ez, respectively.
The electrical signals (Ex, Ey, Ez) may be combined and developed in a switching circuit. In the case of game software, each electrical signal component is output as a signal for controlling the movement of the character.

図2にて説明すると、加速度センサー(Gセンサー)1a、1bをボディーブレード(Bodyblade:Hymanson社)2に取り付けて、ボディーブレードの振りに合わせてゲーム機を操作させるようにする。
これにより、体を動かすことでゲームを楽しむことができ、健康増進に寄与する。
Referring to FIG. 2, acceleration sensors (G sensors) 1a and 1b are attached to a body blade (Bodyblade: Hymanson) 2 so that the game machine is operated in accordance with the swing of the body blade.
Thereby, it is possible to enjoy the game by moving the body and contribute to health promotion.

次に、パンチングボールに適用した例を図3、図4に示す。
パンチングボール3は、実際にパンチする為のボール4と、ボールを支持する為の支柱5と、体重を載せ、支柱の揺動を防ぐ為の踏台6とで構成する。
図4に示すように、ボール4は、人の頭部を模した球体である。
素手でのパンチを可能にする為、内部4aは柔らかい材質が良く、クッション材等が例に挙げられる。
そして、あらゆる打撃を可能にする為、表面4bは破れ難い材質が良く、革等が例に挙げられる。
球体の内部中心部に、加速度を検知する加速度センサー1cを埋込んである。
支柱5は、高さを調節する為、2重になっており、外側管5aに設けた締付ネジ5bを締付ける事により、ボール4を支持している内側管5cを固定する。
そして、外側管5aの中間部にスプリングコイル5dを設け、外側管5aを連結する事により、ボール4がどの様に動こうが、ボール4が初期の位置に戻る様になっている。
踏台6には、上端部に支柱を通す為の、支柱の太さ位の孔6aを設ける。
その孔6aに支柱5を通した後に、支柱5の下部に座金5eを設置する事により、支柱5が踏台6から外れるのを防ぐ。
この加速度センサー1cにて感知した加速度成分に基づいてゲームが進行する。
Next, an example applied to a punching ball is shown in FIGS.
The punching ball 3 is composed of a ball 4 for actually punching, a support 5 for supporting the ball, and a platform 6 for placing weight and preventing the support from swinging.
As shown in FIG. 4, the ball 4 is a sphere simulating a human head.
In order to enable punching with bare hands, the inside 4a is preferably made of a soft material, and a cushion material or the like is given as an example.
And in order to enable every hit | damage, the surface 4b is good for the material which is hard to tear, and a leather etc. are mentioned as an example.
An acceleration sensor 1c that detects acceleration is embedded in the center of the sphere.
The column 5 is doubled to adjust the height, and the inner tube 5c supporting the ball 4 is fixed by tightening a tightening screw 5b provided on the outer tube 5a.
A spring coil 5d is provided in the middle of the outer tube 5a, and the outer tube 5a is connected so that the ball 4 returns to the initial position regardless of how the ball 4 moves.
The step 6 is provided with a hole 6a in the thickness of the column for passing the column through the upper end.
After the column 5 is passed through the hole 6 a, a washer 5 e is installed at the lower part of the column 5 to prevent the column 5 from being detached from the platform 6.
The game progresses based on the acceleration component sensed by the acceleration sensor 1c.

加速度センサーとキャラクターコントロール信号の関係を模式的に示す。The relationship between the acceleration sensor and the character control signal is schematically shown. 本発明をボディーブレードに展開した例を示す。The example which expanded this invention to the body blade is shown. 本発明をパンチングボールに展開した例を示す。The example which developed this invention to the punching ball is shown. パンチングボールの断面図を示す。A sectional view of a punching ball is shown.

符号の説明Explanation of symbols

1a、1b、1c 加速度センサー
2 ボディーブレード
3 パンチングボール
4 ボール
4a ボールの内部
4b ボールの表面
5 支柱
5a 支柱の外側管
5b 支柱の締付ネジ
5c 支柱の内側管
5d 支柱のスプリングコイル
5e 支柱の座金
6 踏台
6a 踏台の上端部の孔
DESCRIPTION OF SYMBOLS 1a, 1b, 1c Acceleration sensor 2 Body blade 3 Punching ball 4 Ball 4a Ball inside 4b Ball surface 5 Column 5a Column outer tube 5b Column tightening screw 5c Column inner tube 5d Column spring coil 5e Column washer 6 Step 6a Hole at the upper end of the step

Claims (2)

エキササイズ器具又は人体への装着具に、加速度センサーを取り付けて、X−Y−Z方向の各加速度成分を検出する手段を備え、このX−Y−Z方向の各加速度成分値に基づいて、電気信号出力制御したことを特徴とする加速度検知制御システム。   A means for detecting each acceleration component in the X, Y, and Z directions by attaching an acceleration sensor to the exercise device or the wearing tool on the human body, and based on each acceleration component value in the X, Y, and Z directions, An acceleration detection control system characterized by electrical signal output control. エキササイズ器具又は人体への装着具に、加速度センサーを取り付けて、X−Y−Z方向の各加速度成分を検出する手段を備え、このX−Y−Z方向の各加速度成分値に基づいて、電気信号に置き換え、ゲームソフト上のキャラクターの動きをコントロールしたことを特徴とするバーチャルゲームシステム。   A means for detecting each acceleration component in the X, Y, and Z directions by attaching an acceleration sensor to the exercise device or the wearing tool on the human body, and based on each acceleration component value in the X, Y, and Z directions, A virtual game system characterized by controlling the movement of characters on the game software by replacing them with electrical signals.
JP2004216115A 2004-07-23 2004-07-23 Virtual game system using exercise apparatus Pending JP2006034436A (en)

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Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2010535364A (en) * 2007-03-01 2010-11-18 ソニー コンピュータ エンタテインメント アメリカ リミテッド ライアビリテイ カンパニー Interactive user-controlled avatar animation
US10504317B2 (en) 2007-04-30 2019-12-10 Cfph, Llc Game with player actuated control structure
JP2020168385A (en) * 2007-05-29 2020-10-15 シーエフピーエイチ, エル.エル.シー. Game with hand motion control

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2010535364A (en) * 2007-03-01 2010-11-18 ソニー コンピュータ エンタテインメント アメリカ リミテッド ライアビリテイ カンパニー Interactive user-controlled avatar animation
US10504317B2 (en) 2007-04-30 2019-12-10 Cfph, Llc Game with player actuated control structure
US10997815B2 (en) 2007-04-30 2021-05-04 Cfph, Llc Game with player actuated control structure
JP2020168385A (en) * 2007-05-29 2020-10-15 シーエフピーエイチ, エル.エル.シー. Game with hand motion control
US11169595B2 (en) 2007-05-29 2021-11-09 Cfph, Llc Game with hand motion control

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